This is, quite simply, the main damage dealing spell and staple of the arcane pyrotechnician class: You create in front of you a small, egg-sized ball of arcane energy that you may carry with you using the arcane suppression extraordinary ability. When thrown, this ball of energy lands on a square as if you were throwing a weapon such as alchemist's fire. the sphere of magic thusly explodes, dealing its effect (usually damage) mainly in the square it lands, but also splashing the squares surrounding it, with a full blast diameter of 15, 20, or 30 ft. With each ascending level of the spell, a new type of grenade is available for creation; also, with ascending spell levels, the damage die of the grenade increases as does range. All of this information is summarized in the following table, "Arcane Grenade Statitics." Full damage is done to targets in the center blast area (Reflex half) and half to targets in the splash area (Reflex none). The save DC is based on the caster's spell DC, as any other spell.

Arcane Grenade Statistics

Arcane Grenade Spell Level

Type Learned

Damage

Max lvl

radius(ft)

I

Basic, Flaming

1d4 per lvl

8

10

II

flash/smoke

1d6 per lvl

10

10

III

spiking

1d8 per lvl

12

15

IV

freezing

1d10 per lvl

14

15

V

shocking

1d6+1d4 per lvl

16

20

VI

blasting

2d6 per lvl

18

20

VII

melting

1d8+1d4 per lvl

20

25

VIII

screaming

1d8+1d6

20

25

IX

elemental

2d8

none

30

flaming pretty obvious damage is considered fire

flash/smoke nonlethal distracting grenades, with flash enemies that can see must make a will
(typical spell DC) save or be dazed for (casterlevel)/2 rounds. smoking, creatures within five ft. are considered concealed beyond that characters are considered blindand blocks the ability scent.